Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Origin
Character Creation
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
⟩⟩
 Build
Pts 0 / 0
 Build
Pts 0 / 0
Origin
?
Origin
Origin
These are the origin details of your character. They make no mechanical differences to your character, however may impact how you roleplay your character.
Sheet Name
i
Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Display Name
i
Display Name
This is the name that is displayed when your character speaks.
Intro Name
i
Intro Name
This is the name Display Name will change to when an Introduction call is made
Title
i
Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
i
Age
This represents how old the character is in years.
Gender
i
Gender
The gender the character identifies as.
Background
i
Background
This is the background story of your character. Add any details on the character's past here.
?
Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Bonus Attribute Points
i
Bonus Attribute Points
These are bonus points granted to spend on Attributes. Player characters typically start with 1 point here
?
Influences
Influences
Influences are the ideas, goals, and feelings of a character. These influences come through life in various ways from new relationships, opinions, and knowledge. Influence is used to help determine what kind of arguments will affect your character. An influence is usually written as a one line description of an idea or relationship the character has. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. Influences tend to fit into one of four categories: Traits: These are the personality traits of a character. They often define small but significant aspects of a character's personality. ("Is always the most level headed person in the room", "Quick to flirt with anyone attractive", "Duty before fun") Ideals: These are the beliefs and drives of a character. These are typically strong feelings the character maintains and will often change how a character reacts in a situation. ("No one can tell me what to do", "Traditions from my home must always be maintained") Bonds: These are the people a character has connections with. They are most often characters you care about but can also be represented by a group. ("My spouse", "My guildmates") Goals: These are the objectives the character wishes to fulfil. They are often concrete and related to a specific task in the near future. ("I must free the hostages", "I want to kill all the rats in the basement") Most characters will begin play with at least one Trait, Ideal, and Bond. A character can gain or lose influences as their story progresses. This is most often with goals as a character's goals change and fluctuate as they receive information, but is not limited to the other types.
Severity
All Influences are given a severity associated with them. This represents how much of an effect the specific influence has on the character. These severities are Low, Moderate, and High. When a character attempts a request check, their check is modified by any influences the target has that are relevant to the persuasion. An influence in support of the persuasion will add its severity as a bonus to the check. Likewise, an influence that is opposing to a persuasion with add its severity as a penalty. Only the most supportive influence and most opposing influence may affect any one persuasion roll.
Low
A low severity influence is usually notable in the short term and not important to who that character is. These influences can be long term goals but are also often fleeting desires from the moment they are formed. These influences grant 1 advantage or disadvantage on social checks that leverage the influence. They also add or remove 1d6 to an associated request check.
Moderate
A moderate severity influence are typically formed long term and have a hold on the character's convictions and desires. These influences can sway decisions even when tangentially related to a situation. Moderate influences often dicate how the character lives their daily lives. These influences can usually be leveraged to persuade a character to work outside of their self interest and stick their neck out for a greater cause. These influences grant 2 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+5 to an associated request check.
High
High severity influences are the most important beliefs, relationships, and goals of a character. These define who they are as a person, often guiding their behavior in all aspects of their lives. They can persuade a character to take great action that may even alter their own lives. These influences grant 3 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+10 to an associated request check.
Type
Severity
Description
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. Here you can set your character's level. You may also spend any advancement points gained from increasing your character level on additional build points for jobs, skills, or techniques.
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
i
Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Advancement
i
Advancement
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement is calculated as: [Character Level]
/
Job Points
i
Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
i
Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Technique Points
i
Technique Points
You can spend advancement points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
i
Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: [Character Level]
/
Knowledge Points
i
Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Technique Points
i
Technique Points
You can spend training points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 training points to gain 1 technique point.
cost: 1 training point
Knowledge
Adv. Styles
Styles
Training
Exit
Finish
?
Training
Training
Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Training
Character Creation
Training
Characters can spend time learning new skills in their own free time. In this page you can track your progress learning and potentially gain ranks in knowledge or learn new techniques.
⟩⟩
 Build
Pts 0 / 0
Training
?
Conversion
Conversion
PP is used to gain Training Points for your character. You can convert PP into Training Points by using the convert to TP button below.
Progression
i
Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 TP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Convert To TP
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. Here you can set any training points your character may have gained prior to character creation. You may also immediately spend these points on further build points.
Training Points
i
Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: [Character Level]
/
Knowledge Points
i
Knowledge Points
You can spend training points to gain Knowledge Points. These knowledge points can be used to increase tier in a job. You must spend 1 training points to gain 1 knowledge point.
cost: 1 training point
Technique Points
i
Technique Points
You can spend training points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 training points to gain 1 technique point.
cost: 1 training point
Knowledge
Adv. Styles
Styles
Training
Exit
Finish
?
Knowledge
Training
Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Knowledge
Character Creation
Knowledge
Knowledge represents information a character knows on a subject. Knowledge can be divided into two categories, languages and lore. Languages are divided by the locations of the world where they are used. Learning a language allows one to speak, read, and write the language. Lore is knowledge of a single broad topic. Whenever you use the Recall Knowledge technique, you will roll with the modifier of an appropriate lore knowledge for the subject you wish to recall knowledge for. When you make a lore check your modifier is equal to your lore's rank + your Character Rank. Lore is divided into categories based on the context of their usage. Each category has a General knowledge that can be trained. Normally, you cannot make a lore check without having an associated lore, however having the general knowledge of the subject will allow it. When making a general lore check, your modifier is equal to your Character Rank. On this page you can see the number of knowledge points you have available to spend on the left column. Each time you spend a knowledge point you may raise the rank of any lore or learn a language. To raise the rank of a lore, you may change the value of a lore with its dropdown. To learn a language you must check the language off on the checkbox. You gain a number of skill points equal to 6 + your Character Rank. You may choose to gain additional knowledge points by spending training points through training on level up.
⟩⟩
 Build
Pts 0 / 0
Language
Walthair Languages
?
Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
?
Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
?
Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
?
Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
?
Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
?
Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
Aridsha Languages
?
Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
?
Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
?
Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
?
Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
?
Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
Khem Languages
?
Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
?
Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
Colswei Languages
?
Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
Ceres Languages
?
Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
?
Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
?
Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
?
Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
?
Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
Special Languages
?
Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
?
Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
?
Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
?
Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
?
Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Lore
Academics Lore
?
General Academics
Academics
Academics This represents general education for academic study for the purposes of functioning in modern society. If trained, Academics is calculated as: [Recall] + [Character Rank]
?
Health
Health
Academics This covers the study of human physiology and health. If trained, Health is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mana
Mana
Academics The study of ki, ether, and magic. If trained, Mana is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mathematics
Mathematics
Academics Mathematics knowledge represents an understanding of math and calculations. If trained, Mathematics is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Nature
Nature
Academics Nature knowledge grants an understanding of various types of plant life and their uses. If trained, Nature is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
School
School
Academics This knowledge represents information related to schools, famous educators, and forms of education used in the lands. If trained, School is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Spirit
Spirit
Academics Spirit knowledge represents an understanding of how spirits behave, their various forms, their interactions with magic and ether, and their abilities to manifest into the material plane. If trained, Spirit is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Warfare
Warfare
Academics Warfare knowledge covers various tactics used in war and the management of an army. If trained, Warfare is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Zoology
Zoology
Academics This knowledge represents physiological knowledge of living creatures of the world. If trained, Zoology is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Profession Lore
?
General Profession
Profession
Profession Profession is the general knowledge of any kind of job, what they do, and how it is performed. If trained, Profession is calculated as: [Recall] + [Character Rank]
?
Arboriculture
Arboriculture
Profession Arboriculture is the knowledge of trees, shrubs, and their care, maintenance, and gathering. If trained, Arboriculture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Farming
Farming
Profession Farming knowledge covers all aspects of growing and nurturing plantlife in order to provide food If trained, Farming is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Fishing
Fishing
Profession Fishing knowledge covers all aspects of fishing. If trained, Fishing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Hunting
Hunting
Profession Hunting knowledge imparts wisdom related to tracking, catching, and killing various creatures. If trained, Hunting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Legal
Legal
Profession Legal knowledge imparts a knowledge of general laws common amongst civilizations and the penalties that may be gained from disobeying them. If trained, Legal is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mercantile
Mercantile
Profession Mercantile knowledge grants wisdom related to the buying and selling of goods. If trained, Mercantile is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Mining
Mining
Profession Mining knowledge represents information related to breaking apart rock for material. If trained, Mining is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Craftmanship Lore
?
General Craftmanship
Craftmanship
Craftmanship The knowledge of creating items through manipulation of substances and materials. A knowledge check here will help one identify techniques used to create an object but not necessarily how to recreate it. If trained, Craftmanship is calculated as: [Recall] + [Character Rank]
?
Alchemy
Alchemy
Craftmanship Alchemy is the science of substances and how they can change. When working with chemicals and material that on their own should not be consumed, Alchemy will typically apply. Alchemy is typically used in the creation of drugs and substances. If trained, Alchemy is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Architecture
Architecture
Craftmanship This knowledge represents a general knowledge about building design, general points of entry, and potential weaknesses. If trained, Architecture is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Brewing
Brewing
Craftmanship Brewing is the skill that governs any kind of skill the requires the mixing of ingredients into a drink or broth. If trained, Brewing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Cooking
Cooking
Craftmanship Food is important for survival, so making it enjoyable is a craft of great appreciation. Cooking knowledge gives you the knowledge of different cooking techniques to create meals. If trained, Cooking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Engineering
Engineering
Craftmanship Engineering knowledge represents an understanding of mechanisms and systems to build complex structures and items. If trained, Engineering is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Glassblowing
Glassblowing
Craftmanship When working with and shaping glass, the skill of glassblowing is required. If trained, Glassblowing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Leatherworking
Leatherworking
Craftmanship Leatherworking entails any skills related to skinning and using animal skins for clothing, and items. If trained, Leatherworking is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Sculpting
Sculpting
Craftmanship Sculpting allows one to use soft material like clay and shape it into a desired form. If trained, Sculpting is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Smithing
Smithing
Craftmanship Smithing is the skill that allows you to shape various materials, usually metal, into tools of combat or other larger metalic items. If trained, Smithing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Weaving
Weaving
Craftmanship Weaving is the skill for putting together and shaping fabrics and cloths into useful material and objects. If trained, Weaving is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Geography Lore
?
General Geography
Geography
Geography Geography represents general knowledge of terrains and locations within an area. If trained, Geography is calculated as: [Recall] + [Character Rank]
?
Aridsha
Aridsha
Geography This check represents geographical knowledge of Juno and the Aridsha desert region to the west. If trained, Aridsha is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ceres
Ceres
Geography This check represents geographical knowledge of Capitol City and the Ceres plains to the north. If trained, Ceres is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Colswei
Colswei
Geography This check represents geographical knowledge of Liber and the frozen lands of the Colswei in the south. If trained, Colswei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Khem
Khem
Geography This check represents geographical knowledge of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Novus
Novus
Geography This check represents geographical knowledge of Novus and the Blessed Lands beyond the ocean. If trained, Novus is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Walthair
Walthair
Geography This check represents geographical knowledge of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Wayling
Wayling
Geography This check represents geographical knowledge of the central grasslands and marsh of Wayling. If trained, Wayling is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ethereal Plane
Ethereal Plane
Geography Ethereal Plane knowledge represents known methods of entering the plane, its dangers, qualities, and points of interest within the plane. If trained, Ethereal Plane is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
History Lore
?
General History
History
History History knowledges represent known history of civilizations and any legends that may exist. If trained, History is calculated as: [Recall] + [Character Rank]
?
Aridsha History
Aridsha History
History This check represents history of Juno and the Aridsha desert region to the west. If trained, Aridsha History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ceres History
Ceres History
History This check represents history of Capitol City and the Ceres plains to the north. If trained, Ceres History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Colswei History
Colswei History
History This check represents history of Liber and the frozen lands of the Colswei in the south. If trained, Colswei History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Khem History
Khem History
History This check represents history of the Kingdom of Apollo and its mountainous region of Khem to the north east. If trained, Khem History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Novus History
Novus History
History This check represents history of Novus and the Blessed Lands beyond the ocean. If trained, Novus History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Walthair History
Walthair History
History This check represents history of Minerva and the grasslands and eastern sea islands of Walthair to the east. If trained, Walthair History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Wayling History
Wayling History
History This check represents history of the central grasslands and marsh of Wayling. If trained, Wayling History is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Culture Lore
?
General Culture
Culture
Culture Culture knowledge represents information on societal customs, art, and entertainment options. If trained, Culture is calculated as: [Recall] + [Character Rank]
?
Art
Art
Culture Art knowledge details information on the world of art and the artists behind famous works of art. If trained, Art is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Etiquette
Etiquette
Culture Etiquette knowledge represents your study of social customs within specific cultures and societies and will help you avoid embarrassing yourself or causing insult. If trained, Etiquette is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Fashion
Fashion
Culture Fashion knowledge focuses on keeping up with clothing and physical beatuy products. If trained, Fashion is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Games
Games
Culture Games knowledge covers general understanding of how many games are played whether they are reliant on cards, dice, or other kinds of chance. If trained, Games is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Music
Music
Culture Music knowledge represents general understanding of sheet music, famous songs and the artists behind them, and an understanding of the industry. If trained, Music is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Scribing
Scribing
Culture Scribing knowledge represents an understanding of how to communicate with the written word and techniques used to write. If trained, Scribing is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Theater
Theater
Culture Theater knowledge is the knowledge of the stage, techniques to tell a story, and famous plays. If trained, Theater is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Religion Lore
?
General Religion
Religion
Religion Religion knowledge represent known tenets, famous people and creatures of the religion, and information about legends, beliefs, and organizations. If trained, Religion is calculated as: [Recall] + [Character Rank]
?
Church of Kongkwei
Church of Kongkwei
Religion The Church of Kongkwei is tied to the creation of the Kingdom of Apollo. It follows the fire god Guong Kongkwei and attempts to follow their goals of expansion and control. If trained, Church of Kongkwei is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Guidance
Guidance
Religion The Guidance is one of the oldest religions in the world of Wuxing. They seek to give its people advice in times of hardship through the divinations of spirits. If trained, Guidance is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Life's Circle
Life's Circle
Religion The Life's Circle is the religion of the Novae. It follows the cycle of life and helps determine a person's role in society through reincarnation and destiny. If trained, Life's Circle is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Ocean Court
Ocean Court
Religion The Ocean Court follows the Ocean Queen, Minerra, and her court of gods that ensure her commandments are followed. Those that revere her and her court do so for her protection and luck whether its in her domain at sea or deep in the lands. If trained, Ocean Court is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Sylvan
Sylvan
Religion The Sylvans are a group of powerful spirits that hold dominion over territories across the world. They are creatures of whimsy and chaos, the cause of weather patterns and together, the changing of the seasons. If trained, Sylvan is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
?
Zushaon
Zushaon
Religion Many Ceresians follow Zushaon, a tradition of ancestor worship. The religion seeks to offer reverence for those that came before and a desire to find ones own place in the world. If trained, Zushaon is calculated as: [Recall] + this lore's [Tier] + [Character Rank]
Attributes
Skills
Adv. Styles
Styles
Jobs
Advancement
Exit
Finish
?
Advancement
Advancement
Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Advancement
Character Creation
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience.
⟩⟩
 Build
Pts 0 / 0
Advancement
?
Conversion
Conversion
Experience Points are used to grant levels to your character. You can convert experience points (XP) into levels by using the convert to levels button below.
Experience
i
Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 30
To Level: 30
Convert To Levels
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Character Rank
i
Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Advancement
i
Advancement
Advancement Points are gained whenever you level. Every level you gain grants you one advancement point. Advancement is calculated as: [Character Level]
/
Job Points
i
Job Points
You can spend advancement points to gain Job Points. These job points can be used to increase tier in a job. You must spend 2 advancement points to gain 1 job point.
cost: 2 advancement points
Skill Points
i
Skill Points
You can spend advancement points to gain Skill Points. These skill points can be used to learn a new skill. You must spend 2 advancement points to gain 1 skill point.
cost: 2 advancement points
Technique Points
i
Technique Points
You can spend advancement points to gain Technique Points. These technique points can be used to learn a new standard style or technique. You must spend 1 advancement points to gain 1 technique point.
cost: 1 advancement point
Attributes
Skills
Adv. Styles
Styles
Jobs
Advancement
Exit
Finish
?
Jobs
Advancement
Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Jobs
Character Creation
Jobs
Jobs are a unique type of Style which broadly represents a character's role. A job will always grant bonuses to a character's combat or social stats, defenses, and special techniques to determine how the character acts in a conflict. When entering a conflict, only one job may be set at a time. On this page, you can see the number of job points you have available to spend on the left column. Each time you spend a job point you may gain a rank in one job. A job's maximum rank is equal to your Character Rank. Gaining a rank in a job often grants new techniques to use when a job's techniques are active. You gain a number of job points equal to your Character Rank. You may choose to gain additional job points by spending advancement points on level up.
⟩⟩
 Build
Pts 0 / 0
Vanguards
l
Description
The art of war is about being the one that survives to the end and the fighter is the embodiment of this. Armed with methods to self sustain and heal, the fighter is a well spring of sustained combat. The fighter is made to be very self sufficient, however it excels most when it can be provided healing. A teammate that can heal the fighter without spending its resources will see the fighter staying more effective. Fighters like having a high body attribute as it increases their HP stat. The fighter doesn't want for any particular skills however might will allow it to use its body attribute to attack as well.
See Techniques
Fighter
A high survival weapon specialist that gains bonuses by being healed.
l
Description
Ever on the lookout for their allies, the sentinel is a protector and wall. The sentinel excels at defense and will throw themselves into the line of danger whenever and wherever their allies are threatened. The sentinel's abilities allow it to move across the battlefield to protect allies and take attacks, but its range is often short. The sentinel can find itself struggling against ranged attackers so having some way to deal with those is usually helpful for the sentinel. Sentinels appreciate both a high body and precision attribute as the former will raise its HP and some of its techniques require the latter. The sentinel will do well with training in the skirmish skill as its techniques key off of it.
See Techniques
Sentinel
A mobile melee attacker that intercepts attacks and retaliates against the foe.
l
Description
Bulwarks are masters of conjury as they use their skills to instantly materialize structures. With this skill they create blockades to funnel foes and shield their allies. The Bulwark can gain many benefits when using techniques that use the Materialize trait, however lacks any techniques to do so naturally. The job is created with walls in mind and providing structures for cover. Conjure is a very useful skill for Bulwark as it allows them to provide bonuses to the objects they create. Body is also a great attribute to have as it bolsters their own HP and provides bonuses to the conjure skill.
See Techniques
Bulwark
A defensive magic specialist that creates walls to protect allies and provide cover.
l
Description
The warden is a master of the ethereal, able to weave it into armor to protect themselves and their allies. By providing temporary shields, a warden is a fluid defender prioritizing charging into battle. The warden has a few ways to defend themselves but especially in melee combat does the full arsenal unlock. As such, learning additional techniques to improve their melee combat is beneficial to the warden. As their mantles are based on the enchant skill, wardens often do well with the skill trained. Like all vanguards, wardens want a high body attribute along with a high quickness for their enchant.
See Techniques
Warden
A mage that creates mantles around themselves and allies to reduce or negate incoming damage.
Operators
l
Description
Stalking their prey, a hunter is a focused predator of their enemies. By assigning a creature as their quarry, a hunter can track them easily and strike with pinpoint accuracy through any armor they possess. A hunter is best utilized as a ranged attacker and benefits from attacks that keep them at a distance. They also fair very well against heavily armored characters due to their ability to add armor-piercing to their ranged attacks. Giving the hunter training in the shoot skill will always be beneficial as many of its abilities require its use. As such, hunters appreciate a high precision attribute to help support their techniques.
See Techniques
Hunter
A ranged attacker that chooses a quarry to hunt down and focus fire.
l
Description
The sniper is a damage focused job that protects itself by keeping its distance. It is known for its accuracy, even allowing it to see through soft cover allowing it to counter those who may try to hide in mist or fog on a battlefield. A Sniper benefits from using techniques from a long range. Styles that allow a sniper to maintain distance are to its benefit. While distance will allow a Sniper some amount of protection, having ways to maintain cover or create it are always beneficial to a Sniper. Snipers like to have a high Precision attribute to allow it to use its Shoot-based techniques accurately. Likewise, a Sniper benefits from having training in the Shoot skill.
See Techniques
Sniper
A long range attacker that wants to gain as much distance as possible to attack from safety.
l
Description
Staying guard over their watch, a trooper is a master of keeping guard over an area. Those who enter a trooper's overwatch are bound to be hit with the trooper's variety of techniques. A trooper tends to benefit from ranged techniques of all types, as long as the character can use them within the trooper's medium length range. Troopers tend to prefer a high precision and shoot skill to allow them to make full use of their kit. As such, a trooper should also be built to have a ranged weapon in hand.
See Techniques
Trooper
A ranged specialist that assigns areas to overwatch and prepare attacks for those that enter their area.
l
Description
By covering the field in explosions, the warmage intends to level groups. They provide methods to improve area attacks allowing them to shield their allies from their attacks. With a lot of emphasis on area attacks, techniques that target bursts, blasts, and cones are always useful to the warmage - but especially any blast abilities. There are a variety of techniques that can create area effects, but damaging ones typically are keyed off of shoot or throw skills. As with all operators, the warmage enjoys some benefit from a high precion attribute.
See Techniques
Warmage
An area attacker that specializes in magic that attacks large groups of people.
Athletes
l
Description
The rogue is an expert at exploiting distractions and disappearing quickly. Their abilities allow them to strike hard then disappear into hiding again. While the rogue can hide in cover more easily than most, they lack a method to reliably create cover. They pair well with techniques and teammates that can create that cover for them. Rogues, like all athletes, prefer having a high quickness to gain a lot of movement. Many rogues will find training in sneak and finesse skills will be advantageous to their job but aren't necessary to succeed.
See Techniques
Rogue
A cloaking specialist that attacks in melee to exploit damage before ducking back into cover.
l
Description
The brawler is a fistfighter keen on getting into the fight. They specialize at weakening foes so that they can setup combos for themselves and others - both on their own turns and on their allies' by setting up flanking opportunities. A brawler can reliably inflict its targets with the Hindered status. As such, the brawler pairs well with any techniques that allow the brawler or its teammates to take advantage of the Hindered status. A brawler appreciates both a high body and quickness attribute. The former as the grappling skill keys off of it while quickness will grant the brawler a lot of move speed. Grappling is a very useful skill for the brawler as its main techniques require it.
See Techniques
Brawler
A melee mobile attacker that creates and exploits weaknesses in their foes to overwhelm their foes.
l
Description
The kineticist is a highly mobile caster that expertly throws objects and magic. By attacking, the kineticist stores excess ki into their body to release it into a burst of movement. When building a kineticist, try to focus on techniques that will allow them to attack from a short distance or benefit from movement. The kineticist lacks ways to protect themselves so any defensive techniques are likely to help a kineticist. Kineticists tend to benefit from a high precision and quickness attribute. Kinesis is always helpful to train as it allows a Kineticist to make full use of their abilities.
See Techniques
Kineticist
A ranged attacker that uses kinetic magic to force their foes to the ground and retain high mobility with thrown attacks.
l
Description
Some tasks simply require sustained effort and the labourer is keenly built to retain their endurance for such situations. With many techniques that allow them to maintain energy, the labourer can keep energy high and hold out to the end of a task. A labourer appreciates training in the endurance skill as it allows them to make full use of all of their techniques, however this is far from a mandatory skill. Much like all athletes, the quickness attribute will help a labourer maintain sustained and fast movement.
See Techniques
Labourer
A brawny worker with strong sustain abilities allowing them to endure powerful abilities and maintain focus.
Waymakers
l
Description
Bards are amazing performers that inspire their allies. They have many abilities that grant advantage on skill checks allowing their allies to act at their best capabilities. They also have a great ability to heal Will. A bard works best when it can inspire others, so having additional ways to grant advantages is usually a boon for the bard. Unlike many Advocate jobs, a bard can function well in a battlefield but you may want to find ways to bolster its survivability when doing this. A bard benefits from having training in the Inspire skill as many of its techniques unlock additional effects with a good check. As such, bards tend to appreciate a high conviction attribute.
See Techniques
Bard
An entertainer that gives advantages to allies and restores their willpower.
l
Description
The medic is a medical practitioner and expert healer. They provide action efficient healing with Medkits and can remove conditions easily. While the medic can heal with its own techniques, it lacks any kind of range with its skills. Longer range healing or methods to increase their movement can help with this constraint. Medics benefit from having training in the fortify skill as they can provide extra effects with this skill. As such, the intuition attribute can help bolster their heal checks. As with all waymakers, medics also appreciate a good conviction score to improve their willpower.
See Techniques
Medic
A powerful healer with the use of a medkit that can heal wounds as soon as they are made.
l
Description
A spellwright is a master of shaping magic which allows one to transmute material quickly into objects and structures. While a spellwright is able to perform marvelous feats to objects, they innately lack any techniques to create them. A spellwright needs access to techniques that will allow them to create objects and structures to make full use of their skills. The shape skill is required to make full use of a spellwright's abilities. Naturally, they also enjoy a high body attribute to further bolster their shape skill. Otherwise, like many Waymakers, conviction is also a strong attribute.
See Techniques
Spellwright
A conjuration mage that shapes material into new forms, allowing them to maintain magic that creates objects and changes the terrain.
Strategists
l
Description
A scholar is an expert in information and rational thinking. Their expertise gives them innate advantages when recalling facts. With this knowledge, scholars can use it to back their own arguments. They benefit from techniques that allow them to use the rationalize skill to help convince others of their opinions. Having many Lore Knowledges is always helpful to a scholar. Rationalize is an important skill for scholars that want to use their knowledge in social conflict. Because of these skills, scholars tend to benefit from a high reason attribute.
See Techniques
Scholar
A collector of lore that gains bonuses when using their information to inform and detect lies.
l
Description
Tacticians are masters of controlling a battlefield. Their techniques emphasize positioning and allow them to move their allies and grant them bonus actions. A tactician's techniques require them to be close to their allies with a slight lean towards being in melee so anything to help defend them in this position is helpful. A tactician benefits from training in the Analyze skill as some of its techniques require it to unlock their full potential. As such, tacticians also appreciate a high Reason attribute to bolster their skill to the fullest.
See Techniques
Tactician
A battlefield commander that repositions their allies into the optimal locations to attack.
l
Description
Always on the hunt for clues, the detective is a master of analyzing a case. Both skilled in environmental and people analysis, a detective can detect anything out of place and reveal the truths of the world. When it comes to people, a detective is especially skilled at learning a character's motivations and can do with this information as they see fit. A detective gains a variety of ways to learn influences but lacks methods to capitaliize on this information. Learning techniques that allow the detective to reduce a character's willpower can be of a large boon to the detective as their own techniques can reduce it. The analyze skill shows up often in the detective's techniques as it is used both to find clues and analyze people. Having a high reason attribute can help with these checks.
See Techniques
Detective
An investigator that analyzes locations and people to learn their influences and find the truth.
l
Description
A master of the envocation, the magus is an area manipulator and trickster. By creating fields, mists, fires, and floods, the magus seeks to spread ether to hinder their foes. The magus has many ways to bolster their envocation techniques; learning some will allow you to take advantage of these benefits. The magus lacks methods to truly defend themselves and benefits well from protection. The channel skill is often used to empower envocation techniques and therefore will always be a great technique for magi. As such, a high intuition is quite beneficial to them.
See Techniques
Magus
A mage specializing in environmental manipulation, they create fields of arcane energy to hinder foes.
Advocates
l
Description
An empath is an expert in helping others reduce the tension in their lives. They can help calm negative emotions and reduce damage against will, even stepping in when times are tough. While an empath can reduce the amount of incoming Will damage, they lack much to progress in a social conflict. Treat them as a defensive tool against aggressive will attacks. As their name suggests, an empath benefits from the empathy skill as many of their techniques become more powerful with successful checks. Similarly, an empath enjoys a high intuition attribute to bolster their empathy skill.
See Techniques
Empath
An emotion expert that calms stress from will attacks and protects from those that would manipulate.
l
Description
The merchant is an expert negotiator. By gaining bonuses when granting favor and having methods to prevent a failed request, a merchant will make the sale - whether its a product or an earnest request. Merchants excel when they are able to increase favor and have methods to accelerate their favor gain. They lack methods to manipulate another's influences so having techniques or another's help in this area is usually fruitful. The charm skill is very helpful to the merchant as it unlocks many of the techniques of the merchant. As such, a high Insight attribute is usually appreciated by a merchant.
See Techniques
Merchant
A social expert that convinces others of their requests through charming bargains and tact.
l
Description
Orators are excellent at convincing others to follow their whims. With their carefully crafted words, they pull others into their charms and use implication to carve through an argument. The orator is exceptional at attacking another's will and converting it into favor for themselves. They prefer having techniques that compliment this play style, preferring to break anothers' will over anything else. When building an orator, the Misdirect skill is very useful to make their techniques more effective. As such, mesmers tend to enjoy a high conviction attribute. Insight is also great to improve their own willpower.
See Techniques
Orator
A socialite that uses misdirection to imply and persuade others into following their requests.
l
Description
Communicators with spirits and the ethereal, an etherealist is a master of the spirit realm. As much of their communication has come in the form of emotional awareness, they've become excellent readers of ones thoughts and hidden influences. The etherealist gains many techniques that allow them to easily communicate with spirits, however lacks many options to aid themselves directly in conversation. Having a method to reliably make requests is likely to help the etherealist blossom. Both the resonance and empathy skills are very useful to the etherealist as many of their techniques key off of these. As such, intuition is a highly valuable attribute to an etherealist.
See Techniques
Etherealist
A master of spirit communication that can transport themselves to the ethereal plane.
Attributes
Skills
Adv. Styles
Styles
Jobs
Advancement
Exit
Finish
?
Skills
Advancement
Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Skills
Character Creation
Skills
Skills represent a broad application of techniques and ability. Anytime you do anything complex in Wuxing you will be making a skill check to determine your success. In addition, most techniques will require the use of a skill to function. Skills are all tied to one of the six attributes. As a base, a skill modifier is equal to its associated attribute. When you are trained in a skill your modifier increases by 2 + your Character Rank. On this page you can see the number of skill points you have available to spend on the left column. Each time you spend a skill point you may become trained in one skill. To train a skill you must check the skill off on the checkbox. You begin play with 3 skill points and gain an additional 2 at 2nd, 3rd, and 4th level. You gain an additional skill point whenever you increase in Character Rank. You may choose to gain additional skill points by spending advancement points on level up.
⟩⟩
 Build
Pts 0 / 0
Active Skills
Fight
?
Finesse (QCK)
Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Grappling (BOD)
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Might (BOD)
Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Shoot (PRC)
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Skirmish (PRC)
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Throw (BOD)
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Body] If trained, add 2 + [Character Rank]
Cast
?
Channel (CNV)
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Conjure (BOD)
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts. Conjure is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Enchant (QCK)
Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Heal (INT)
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Kinesis (PRC)
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas. Kinesis is calculated as: [Precision] If trained, add 2 + [Character Rank]
?
Shape (RSN)
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
Athletics
?
Agility (QCK)
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Physique (BOD)
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
?
Sneak (PRC)
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
Social Skills
Persuade
?
Charm (INT)
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Inspire (CNV)
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Rationalize (RSN)
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
Cunning
?
Demoralize (CNV)
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Empathy (INT)
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
?
Misdirect (CNV)
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention. Misdirect is calculated as: [Conviction] If trained, add 2 + [Character Rank]
Technical Skills
Craft
?
Alchemy (RSN)
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Build (RSN)
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Cook (INT)
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Device
?
Palming (QCK)
Palming
Device Palming is a technical skill that represents skill with ones' own hands. It is used for any kind of hand tricks most often to conceal items and objects quickly and discretely. Palming is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Pilot (QCK)
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
?
Tinker (PRC)
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
Investigate
?
Analyze (RSN)
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
?
Resonance (CNV)
Resonance
Investigate Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
?
Search (INT)
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
Attributes
Skills
Adv. Styles
Styles
Jobs
Advancement
Exit
Finish
?
Attributes
Advancement
Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Attributes
Character Creation
Attributes
Attributes are the inherent characteristics of your character. Characters have a numerical rating for each attribute, which determines the modifier they grant to skills and affect their derived stats. Attributes range from a +3 bonus to a -1 penalty. Whenever you raise an attribute to a rank you spend an equal number of attribute points. By reducing an attribute below 0, you gain an equal number of attribute points. At most, a character can gain only one attribute point in this way. You gain a number of attribute points equal to 6 + your Character Rank.
⟩⟩
 Build
Pts 0 / 0
Attributes
Body
i
Body
Affected Stats
Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Body]Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Body]Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 35 + [Character Rank x 5] + [Character Level] + [Body]Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Body]Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20]
Precision
i
Precision
Affected Stats
Warding
Combat Defense Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Precision]Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Precision]Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Precision]
Quickness
i
Quickness
Quickness is your reflexes and your ability to react quickly to situations.
Affected Stats
Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Quickness]Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 3 + [Quickness]Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
Conviction
i
Conviction
Affected Stats
Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Conviction]Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Conviction]Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 15] + + [Conviction]Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Conviction]Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 15] + [Conviction]
Intuition
i
Intuition
Affected Stats
Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Intuition ]Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Intuition ]Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Intuition ]
Reason
i
Reason
Affected Stats
Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Reason]Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Reason]Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Styles
Character Creation
Knowledge
Adv. Styles
Styles
Training
Exit
Finish
?
Styles
Training
Attributes
Skills
Adv. Styles
Styles
Jobs
Advancement
Exit
Finish
?
Styles
Advancement
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
 Build
Pts 0 / 0
Origin
?
Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Elemental Affinity
i
Elemental Affinity
Characters that are able to cast spells have an elemental affinity that ties them to one of the five primary elements. Some techniques require an elemental affinity before they may be taken. Your chosen affinity grants weaknesses and resistances to certain elemental damage types.
Mighty Weapons
l
See Techniques
Hammering Arte
A Might-focused style that deals large damage to multiple close targets.
,
l
See Techniques
Cleaving Arte
A Might-focused style that deals large damage to multiple close targets.
,
l
See Techniques
Battering Arte
A Might-focused style that knocks foes up and away.
,
l
See Techniques
Berserker Arte
A Might-focused style that deals extra damage at the risk of reducing their own defenses.
Skirmish Weapons
l
See Techniques
Duelist Arte
A Skirmish-focused style that hinders their foes and then exploits the condition for greater damage.
,
l
See Techniques
Crestfall Arte
A Skirmish-focused style that charges ki into a weapon to release it in one large blow.
,
l
See Techniques
Overwhelming Arte
A Skirmish-focused style that can attack both Brace and Reflex defenses to overwhelm their foes.
,
l
See Techniques
Phalanx Arte
A Skirmish-focused style that employs long reaching attacks.
,
l
See Techniques
Spellblade Arte
A Skirmish and Enchant-focused style that allows enchanting one's own attacks with magic before striking.
Finesse Weapons
l
See Techniques
FInesse Blade Arte
A Finesse-focused style that allows you to attack both Brace and Reflex defenses.
,
l
See Techniques
Whip Arte
A Finesse-focused style that attacks from a distance and trips foes.
Ranged Weapons
l
See Techniques
Bow Arte
A Shoot-focused style allowing one to launch arrows at multiple targets.
,
l
See Techniques
Midrange Arte
A Shoot-focused style that fires at single targets with high accuracy.
,
l
See Techniques
Longsight Arte
A Shoot-focused style that requres a longshot weapon to fire from great ranges and weakens foes.
,
l
See Techniques
Scatterpoint Arte
A Shoot-focused style that requres a scattershot weapon to shoot multiple foes at once.
Martial Arts
l
See Techniques
Forceful Fist Arte
A Grapping-focused style that knocks foes around with powerful melee attacks.
,
l
See Techniques
Wrestling Arte
A Grapping-focused style that grapples foes and ensures they do not get away.
,
l
See Techniques
Stepflow Arte
A Grapping-focused style allowing one to freely weave through combat and reposition others.
Arcanification Magic
l
See Techniques
Arcane Conduit
An Enchant-focused style that allows one to impart and remove energy into people and objects. This allows one to heat or cool and channel magic into one's weapon attacks.
,
l
See Techniques
Arcane Spellshot
A Shoot-focused style that creates powerful ranged single target energy attacks to be launched at foes.
,
l
See Techniques
Arcane Blast
A Shoot-focused style that causes energy to blast at a target point and engulf the area.
,
l
See Techniques
Arcane Bomb
A Throw-focused style that explodes at a close or far point, creating a blast of energy.
,
l
See Techniques
Arcane Storm
A Channel-focused style that creates an area that batters down flames or ice into an area to lock it down.
,
l
See Techniques
Remote Messaging
A style that allows one to communicate over long distances with the wind.
Fluctuation Magic
l
See Techniques
Propelling Force
A Kinesis-focused style that propels an instantaneous force in an area to push targets.
,
l
See Techniques
Area Force
A Kinesis-focused style that allows one to apply forces to a designated area to lift or restrain others within the zone.
,
l
See Techniques
Levitation
A Kinesis-focused style that resonates objects in order to lift them to one's side or lauch the object at foes.
,
l
See Techniques
Surging Dust
A Kinesis-focused style that launches liquids or dust at targets to push them with physical force.
Materialization Magic
l
See Techniques
Structural Magic
A Conjure-focused style that makes large structures that can work as paths or walls.
,
l
See Techniques
Dust Shaping
A Shape-focused style allowing one to shape dust into any kind of material as the user desires.
,
l
See Techniques
Conjure Blades
A Conjure and Throw-focused style allowing one to quickly create blades to strike those near or toss at those afar.
,
l
See Techniques
Clouded Shroud
A Conjure-focused style that creates clouds of obscuring fog that can easily be hidden within, obscure vision, or choke.
,
l
See Techniques
Geomancy
A Shape-focused style that alters a large amount of terrain into new forms.
Athletics and Physiomancy
l
See Techniques
Healing Hands
A Heal-focused style that allows one to use healing magic to mend wounds and end debilitating conditions.
,
l
See Techniques
Surging Power
A Physique and Heal-focused style allowing one to power through attacks and provide self buffs.
,
l
See Techniques
Traversal
A Physique and Heal-focused style that allows one to bolster move seed and carrying capacity.
,
l
See Techniques
Bounding Leap
A Physique and Heal-focused style granting one supernatural jumping ability to avoid hazardous terrain and gain height.
,
l
See Techniques
Freeform Flight
An Enchant-focused style allowing one to fly through the air.
,
l
See Techniques
Balance
An Agility-focused style that gives the user tremendous balance to stay on their feet even in harsh conditions.
,
l
See Techniques
Sensory Control
A Search and Resonance-focused style that expands ones searching capabilites.
,
l
See Techniques
Evasive Maneuvers
An Agility-focused style granting incredible evasion skills to avoid attacks.
,
l
See Techniques
Hidden Footing
A Sneak and Enchant-focused style allowing one to stay hidden in a variety of conditions.
Speechcraft
l
See Techniques
Charm Unrestrained
A Charm-focused style allowing you to manipulate others to your whims, beguiling them for your desires.
,
l
See Techniques
Inspiring Presence
An Inspire-focused style that motivates allies out of bad situations and allows one to gain favor quickly through unmatched enthusiasm.
,
l
See Techniques
Deft Negotiator
A Rationalize-focused style allowing you to break will to gain others' trust and quickly bring them to the correct decision.
,
l
See Techniques
Abrasive Wit
A Demoralize-focused style where you use your words to stave off manipulators and taunt them into giving up.
,
l
See Techniques
Tyrannical Voice
A Demoralize-focused style used to frighten others into submitting themselves to your demands. And if fear doesn't work, anger can do just as well.
,
l
See Techniques
Calming Empathy
An Empathy-focused style making It hard to attack your willpower due to your tranquil aura. This tranquility even bleeds to others as they find it easy to confide with you.
Attributes
Knowledge
Skills
Adv. Styles
Styles
Jobs
Origin
Finish
?
Adv. Styles
Character Creation
Knowledge
Adv. Styles
Styles
Training
Exit
Finish
?
Adv. Styles
Training
Attributes
Skills
Adv. Styles
Styles
Jobs
Advancement
Exit
Finish
?
Adv. Styles
Advancement
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Styles
Each technique allows a character to perform a variety of actions including granting bonuses to the character, performing attacks, manipulate others, or maneuvering around the world. All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can learn general styles and techniques. This page contains general styles and techniques that are available to all characters as long as they meet the requirements to learn the style or technique. When learning a style often the style will grant a set of techniques that are learned as part of the style. These are listed as Free Techniques in the Style's entry. You begin play with 4 technique points and gain an additional point at 2nd, 3rd, and 4th level. You gain an additional 3 technique points whenever you increase in Character Rank. You may choose to gain additional technique points by spending advancement points on level up. You may also choose to gain additional technique points by spending training points through training on level up.
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
 Build
Pts 0 / 0
Fighting Style
l
See Techniques
Sky Pike Arte
A Skirmish-focused style that launches themselves into the air to deal bonus damage if attacking from above.
,
l
See Techniques
Skyfall Arte
A Grappling and Enchant-focused style that allows one to perform acrobatic maneuvers that strike hard from above.
,
l
See Techniques
Heavens Reach Arte
A Grappling and Physique-focused style that gives great jumping mobility to grapple others regardless of where they are.
,
l
See Techniques
Swaying Palm Arte
A Grappling and Agility-focused style that allows one to use consumables quickly to maneuver around the battlefield.
,
l
See Techniques
Flashcut Arte
A Finesse-focused style that uses quickdraw attacks to tear through enemies' defenses.
Advanced Magic
l
See Techniques
Toxic Material
Toxin Magic is a Wood-aspected, Conjure-focused branch style that creates acids and poisons.
,
l
See Techniques
Mana Control
Mana Magic is a Wood-aspected, Channel-focused branch style that manipulates magic after its cast to mimic or end its effects.
,
l
See Techniques
Soul Surge
Light Magic is a Fire-aspected, Channel and Enchant-focused branch style that manipulates light to create illusions and copy imagery.
,
l
See Techniques
Light Control
Soul Magic is a Fire-aspected, Heal-focused branch style that bolsters the body through empowerment of the soul providing healing and strength.
,
l
See Techniques
Shadow Control
Shadow Magic is an Earth-aspected, Channel and Enchant-focused branch style that creates darkness to blind, conceal, and harm.
,
l
See Techniques
Gravity Force
Gravity Magic is an Earth-aspected, Kinesis-focused branch style that creates powerful vertical forces to lift and restrain.
,
l
See Techniques
Ether Magic
Ether Magic is a Metal-aspected, Enchant and Resonance-focused branch style manipulates ether directly to communicate with others, detect magic, and mimic spells.
,
l
See Techniques
Blood Flux
Blood Magic is a Metal-aspected, Heal-focused branch style allowing the manipulation of blood to both paralyze and cleanse.
,
l
See Techniques
Sound Control
Sound Magic is a Water-aspected, Channel-focused branch style that allows distant communication and attacking with sound based attacks.
,
l
See Techniques
Time Control
Time Magic is a Water-aspected, Enchant-focused branch style that allows the slowing of time to teleport and prepare actions.
Actions
Gear
Forme
Character
Chat
Origin
Details
Overview
?
Overview
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Steadfast
Character Data
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
?
Influences
Influences
Influences are the ideas, goals, and feelings of a character. These influences come through life in various ways from new relationships, opinions, and knowledge. Influence is used to help determine what kind of arguments will affect your character. An influence is usually written as a one line description of an idea or relationship the character has. An influence is always something of some importance to the character. A character should never have an influence they don't care about, otherwise it's not an influence on their character. Influences tend to fit into one of four categories: Traits: These are the personality traits of a character. They often define small but significant aspects of a character's personality. ("Is always the most level headed person in the room", "Quick to flirt with anyone attractive", "Duty before fun") Ideals: These are the beliefs and drives of a character. These are typically strong feelings the character maintains and will often change how a character reacts in a situation. ("No one can tell me what to do", "Traditions from my home must always be maintained") Bonds: These are the people a character has connections with. They are most often characters you care about but can also be represented by a group. ("My spouse", "My guildmates") Goals: These are the objectives the character wishes to fulfil. They are often concrete and related to a specific task in the near future. ("I must free the hostages", "I want to kill all the rats in the basement") Most characters will begin play with at least one Trait, Ideal, and Bond. A character can gain or lose influences as their story progresses. This is most often with goals as a character's goals change and fluctuate as they receive information, but is not limited to the other types.
Severity
All Influences are given a severity associated with them. This represents how much of an effect the specific influence has on the character. These severities are Low, Moderate, and High. When a character attempts a request check, their check is modified by any influences the target has that are relevant to the persuasion. An influence in support of the persuasion will add its severity as a bonus to the check. Likewise, an influence that is opposing to a persuasion with add its severity as a penalty. Only the most supportive influence and most opposing influence may affect any one persuasion roll.
Low
A low severity influence is usually notable in the short term and not important to who that character is. These influences can be long term goals but are also often fleeting desires from the moment they are formed. These influences grant 1 advantage or disadvantage on social checks that leverage the influence. They also add or remove 1d6 to an associated request check.
Moderate
A moderate severity influence are typically formed long term and have a hold on the character's convictions and desires. These influences can sway decisions even when tangentially related to a situation. Moderate influences often dicate how the character lives their daily lives. These influences can usually be leveraged to persuade a character to work outside of their self interest and stick their neck out for a greater cause. These influences grant 2 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+5 to an associated request check.
High
High severity influences are the most important beliefs, relationships, and goals of a character. These define who they are as a person, often guiding their behavior in all aspects of their lives. They can persuade a character to take great action that may even alter their own lives. These influences grant 3 advantages or disadvantages on social checks that leverage the influence. They also add or remove 1d6+10 to an associated request check.
Type
Severity
Description
?
Advancement
Advancement
As a character adventures, learns, and grows, they become more experienced in the world. Advancement tracks this progress through the character's level and experience. In this section you can see your current level and track their experience. When you are ready, you may also access the advancement menu which will allow you to spend gained build points from leveling up.
Go to Advancement
Character Level
i
Character Level
A trait that determines a character's general level of experience in the world. It increases as a character receives experience points (XP).
Experience
i
Experience
Experience is a resource that is gained after completing challenges in a plot. When you gain enough experience you level up. Experience is calculated as: 30
To Level: 30
?
Training
Training
The pursuit of skill and knowledge is an ever flowing river. Training is a system to track your progress in learning knowledge and new techniques apart from Advancement. In this section you can see how many training points you have gained along with your current PP values. When you are ready, you may also access the training menu which will calculate your current training points and allow you to spend them to learn new knowledge and techniques.
Go to Training
Training Points
i
Training Points
Training points are gained through training and whenever you level. You can spend training points on bonus build points for both knowledge and techniques. Whenever you gain 30 PP, you gain one Training Point. Training Points is calculated as: [Character Level]
Progression
i
Progression
PP is gained when a character spends time learning new knowledge, styles, or techniques. This is usually gained by practicing a task during freetime at a rate of 1 per day. You may gain an additional PP if a character devotes an entire day to training. Once a character reaches 60 TP, they may spend their PP to gain a new knowledge or technique. Progression is calculated as: 60
To Training Point: 60
Resources
?
Boons
Boons
Boons are resources that can be called upon in critical moments via powerful techniques. These boons are usually gained by performing acts of self care and motivation. Boons come in three different variations; Boons of Rest, Savor, and Impulse. These three types of boons have different conditions when they become available. Once a boon is gained you cannot gain another boon of that type until that boon is spent or is expired. As such, you can at most have three boons available at a time. When a technique requires that a boon is spent you may choose to spend any boon you currently have available. If none are available you cannot use the technique.
?
Rest
Rest
A boon representing restfulness. This boon is usually gained after finishing a night's rest with at least 6 hours of sleep. This boon can only be gained once every 24 hours. This boon is lost after 24 hours without sleep.
?
Savor
Savor
A boon for being well fed. This boon is usually gained not just by eating but rather after enjoying a satisfying, well-cooked meal. See the rules of cooking for more information. This boon can only be gained once every 6 hours. This boon is lost after 24 hours of not eating.
?
Impulse
Impulse
A boon for feelings of motivation. This boon is usually gained after performing dramatic actions. This boon can only be gained once every conflict. A boon of impulse is lost in times of extreme duress as determined by your GM.
Character Rank
Character Rank
i
Character Rank
Your character rank applies to many of the numbers you’ll be recording on your character sheet. This bonus increases as you gain character level. Your Character rank begins at 1. At 5th Level it increases to 2. At 9th Level it increases to 3. At 15th Level it increases to 4. At 22nd Level it increases to 5. At 30th Level it increases to 6. At 39th Level it increases to 7. At 49th Level it increases to 8. At 60th Level it increases to 9.
Max:
General
Hit Points
i
Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 35 + [Character Rank x 5] + [Character Level] + [Body]
Max:
Willpower
i
Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 15] + + [Conviction]
Max:
Combat
Chakra
i
Chakra
Chakra is a source of ki within one's own body. It is the fuel for one's magic and allows them to use magical techniques. Chakra is calculated as: 3 + [Character Rank]
Max:
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Max:
Healing Surge
i
Healing Surge
Life Healing surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP. After completing a brief rest, healing surge is restored to full. Healing Surge is calculated as: 2 + [Character Rank]
Max:
Social
Favor
i
Favor
Favor is how much your social opponent(s) are being likeable to you. Favor can be leveraged by opponents to create a more favorable decision for them. When favor is used for an influence check, you add the target's favor value (capped to half of the persuade DC) to your persuasion check. Favor is calculated as: 30
Max:
Status
?
Status
Status
Status
?
Blinded
Blinded
Status A blinded character cannot see and automatically fails any skill checks requiring line of sight and has +1 Disadvantage on all Active skill checks. Characters have +1 Advantage when attacking this character.
?
Downed
Downed
Status A downed character is severely injured. You automatically fail all skill checks from the active category. All attacks against this character have +1 Advantage and they receive no Move Charge at the start of a round. This condition ends automatically after 1 hour of rest.
?
Dying
Dying
Status A dying character will usually also gain the unconscious condition. At the start of each round, a dying character rolls 2d6. On a 7 or lower, they lose [20 x CR] HP. On a 12 they lose the dying condition. If a character's HP reduces to 0 while dying, the character dies.
?
Engaged
Engaged
Status If a character moves adjacent to a hostile character, they both gain the Engaged status for as long as they remain adjacent to one another. Characters that become Engaged by targets of equal or greater Size during the course of a movement stop moving immediately and lose all Move Charge.
?
Ethereal
Ethereal
Status The character is in the spirit realm. If the character has a physical body it is treated as unconscious.
?
Float
Float
Status The character is floating and does not fall naturally. The character cannot make any voluntary movements except for fly.
?
Frozen
Frozen
Status A frozen character can't use actions or reactions, and cannot move - even involunatarily. Attacks are made against them at +1 Advantage.
?
Grappled
Grappled
Status While a character is grappled, both characters become Engaged, and can't Dash or take reactions for the duration of the grapple. The character in control of the grapple is the larger creature while the smaller character becomes restrained but moves when the controlling party moves, mirroring their movement. If both parties are the same Size, the one that initiated the grapple is in control. Either can make contested Grappling checks at the start of their turn: the winner counts as the character in control until this contest is repeated. A Grapple automatically ends when: • either character breaks adjacency, such as if they are knocked back by another effect; • the controller chooses to end the grapple as a swift action
?
Hidden
Hidden
Status Hidden characters can’t be targeted by hostile attacks or actions, don’t cause engagement, and enemies only know their approximate location. Attacking, taking reactions, using Dash, and losing cover all remove Hidden after they resolve. Characters can find Hidden characters with Search. To remain hidden, you must not be Engaged and you must either be outside of any enemies’ line of sight, obscured by sufficient cover, or invisible. If you Hide while meeting one of these criteria, you gain the Hidden status. Hard cover is sufficient to Hide as long as it is large enough to totally conceal you, but soft cover is only sufficient if you are completely inside an area or zone that grants soft cover.
?
Invisible
Invisible
Status All attacks against Invisible characters, regardless of type, have a 50 percent chance to miss outright before an attack roll is made. Attacks made by an Invisible character gain +1 advantage. Invisible characters can always Hide, even without cover.
?
Paralyzed
Paralyzed
Status A paralyzed character can't use actions or reactions, and can speak only falteringly. Attacks are made against them at +1 Advantage.
?
Restrained
Restrained
Status Restrained characters cannot make any voluntary movements, although involuntary movements are unaffected. Attacks against this creature gain +1 Advantage.
?
Unconscious
Unconscious
Status An unconscious character cannot take actions, can’t move or speak, and is unaware of its surroundings. The character drops whatever it’s holding and falls prone. All of the character's defenses and senses are considered to be 0.
Conditions
?
Aflame
Aflame
Condition You are on fire. At the start of each round you take 1d6 burn damage. This condition ends when you are doused by water.
?
Chilled
Chilled
Condition The character's base speed is 0. This condition ends when you are warmed or on fire.
?
Dodge
Dodge
Condition Your Evasion defense increases by 12 vs. the next Attack made against you. This triggers even if the attack does not target Evasion. This status ends as soon as this status is triggered or at the end of the round.
?
Encumbered
Encumbered
Condition Whenever this character gains Move Charge, it is reduced by 3 (minimum 1).
?
Empowered
Empowered
Condition The next time you deal damage with an attack and the attack adds your [Power] to the damage, you add 5 to the damage. Once triggered, this condition ends.
?
Hindered
Hindered
Condition Skill checks against a hindered target receive +1 Advantage. When a character takes advantage of this condition the character loses the hindered condition. When a round starts, hindered is removed from all characters. Hindered is also required to use some techniques.
?
Immobilized
Immobilized
Condition Immobilized characters cannot make any voluntary movements, although involuntary movements are unaffected.
?
Impaired
Impaired
Condition Impaired characters receive +1 Disadvantage on all skill checks.
?
Jolted
Jolted
Condition A quickened character cannot become jolted. A jolted character can only perform one quick action on their turn. They cannot perform any full actions. Once you take your turn this condition ends
?
Prone
Prone
Condition Skill checks against Prone targets within range 1 of them receive +1 Advantage. Prone characters count as moving in difficult terrain. Characters can stand and remove Prone by spending 2 Move Charge, unless they’re Immobilized or Restrained. Standing up doesn’t count as movement.
?
Quickened
Quickened
Condition On your turn, you can perform one additional Quick action. The quickened condition ends at the end of the turn. If you are jolted, the jolted condition immediately ends. If you are stunned, both this condition and the stunned condition ends.
?
Shielded
Shielded
Condition The next time you take damage, halve the damage. This condition then ends.
?
Sickened
Sickened
Condition Sickened characters receive +1 Disadvantage on all skill checks. You can't willingly ingest anything while Sickened.
?
Stunned
Stunned
Condition A stunned character can only perform one quick action on their turn. They cannot perform any full actions. If you are quickened, both this condition and the quickened condition ends.
Emotions
?
Angered
Angered
Emotion The character is furious with another character. When this character makes an attack or social skill check and it does not include the character that is the source of their angered condition, they receive +1 disadvantage on the skill check. An Angered character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
?
Disgusted
Disgusted
Emotion -
?
Doubt
Doubt
Emotion At the start of the round, you lose 5 Willpower. This cannot cause a Will Break.
?
Encouraged
Encouraged
Emotion As a swift action, a character with this condition may end it to gain +1 Advantage on their next skill check.
?
Frightened
Frightened
Emotion A frightened character has +1 disadvantage on attack rolls against the source of its fear. The character can’t willingly move closer to the source. A frightened character can only have one character be the target of this emotion and will have the target replaced by a new target if this emotion is gained again.
?
Flustered
Flustered
Emotion All skill checks against a flustered target receive +1 Advantage and persuade checks against the target increase by 3. When a character takes advantage of this will the character loses the flustered emotion.
?
Persevering
Persevering
Emotion As a swift action, you may end this emotion to end one condition affecting you.
?
Receptive
Receptive
Emotion All persuade checks against the target increase by 4.
?
Joyful
Joyful
Emotion -
?
Saddened
Saddened
Emotion -
?
Surprised
Surprised
Emotion A surprised character can only perform one quick action on their turn. They cannot perform any full actions. Once the character's turn ends, this emotion also ends.
?
Steadfast
Steadfast
Emotion If you were at more than 1 HP and are reduced to 0, you drop to 1 HP instead. This emotion then ends.
Actions
Gear
Forme
Character
Chat
Origin
Details
Overview
?
Details
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Steadfast
Attributes
Body
i
Body
0
Precision
i
Precision
0
Quickness
i
Quickness
Quickness is your reflexes and your ability to react quickly to situations.
0
Conviction
i
Conviction
0
Intuition
i
Intuition
0
Reason
i
Reason
0
Defense
Brace
i
Brace
Combat Defense Brace is your ability to resist a physical force by holding strong and blocking. Many fast attacks and pushing effects are defended against by brace. Brace is calculated as: 7 + [Body]
0
Fortitude
i
Fortitude
Defense Fortitude is your body's defense against afflictions that would attack you internally such as poisons or sickness. Fortitude is calculated as: 7 + [Body]
0
Warding
i
Warding
Combat Defense Warding defense represents an attempt to disrupt the ether of a magical effect. This defense is reliable for large area attacks that cannot be braced against and dodging is infeasible. Warding is calculated as: 7 + [Precision]
0
Hide
i
Hide
Defense Hide is your ability to stay quiet and out of sight while you have the hidden status. Hide is calculated as: 7 + [Precision]
0
Reflex
i
Reflex
Combat Defense Reflex is a quick maneuver to take a hit in a way that you can recover from. Slow attacks and situations that require you to get out of the way will target this defense. Reflex is calculated as: 7 + [Quickness]
0
Evasion
i
Evasion
Defense Evasion is your ability to complete evade an attack. Some especially slow attacks can be evaded and will check against evasion. Evasion is calculated as: 3 + [Quickness]
0
Sense
Resolve
i
Resolve
Social Sense Resolve is the ability to persevere when your will is attacked. Your resolve will defend you from attacks against your Willpower and any other attempts that check against your convictions. Resolve is calculated as: 7 + [Conviction]
0
Freewill
i
Freewill
Sense Freewill is a character's sense of self and being. This sense defends against those that would manipulate your soul or memory through enchantments or possession. Freewill is calculated as: 10 + [Conviction]
0
Insight
i
Insight
Social Sense Insight is your ability to sense emotion and manipulation. This is your defense against those who would use deception to manipulate your actions. It is also used as a defense against those that would try to use charisma to gain your favor. Insight is calculated as: 7 + [Intuition ]
0
Notice
i
Notice
Sense Notice is the ability to see or hear sudden changes in your environment. It is typically used to counter a character's sneak attempts or to passively hear effects from afar. Notice is calculated as: 7 + [Intuition ]
0
Guile
i
Guile
Social Sense Guile is one's ability to conceal their own thoughts and feelings. It is the defense for those that do not wish to reveal their intentions or motivations. It is used to defend against those that wish to understand your influences or manipulate your feelings on them. Guile is calculated as: 7 + [Reason]
0
Scrutiny
i
Scrutiny
Sense Scrutiny represents your ability to find holes in another's logical reasoning or things out of sorts. It is often used in defense against another's attempts at lying or to find those obscurred in plain sight. Scrutiny is calculated as: 7 + [Reason]
0
General
Hit Points
i
Hit Points
Hit Points (HP) are the number of hits a character can take in combat. Your character’s hit points is a representation of your character maintaining their barrier to take hits, resisting harm with their toughness, and general ability to avoid harm. A character may be taking attacks from multiple sources that can be easily shrugged off, but once they run out of HP to do so is when the big hits make their way through. Hit Points is calculated as: 35 + [Character Rank x 5] + [Character Level] + [Body]
0
Willpower
i
Willpower
Willpower is a character's ability to stay invested in a situation. Willpower is calculated as: 15 + [Character Rank x 15] + + [Conviction]
0
Power
i
Power
Power is used as a potency bonus for some techniques reliant on physical force. Power is calculated as: [Body]
0
Accuracy
i
Accuracy
Accuracy is used as a potency bonus for some techniques reliant on precision. Accuracy is calculated as: [Precision]
0
Artistry
i
Artistry
Artistry is your attention to the details that would impact one's emotions. It is used as a potency bonus when creating crafted items or creating a performance. Artistry is calculated as: [Intuition ]
0
Charisma
i
Charisma
Charisma is used as a potency bonus for some techniques reliant on communication. Charisma is calculated as: [Conviction]
0
Recall
i
Recall
Recall is your ability to remember information learned in the past. It is used as a modifier when using Recall Knowledge to gain information. Recall is calculated as: [Character Rank] + [Reason]
0
Initiative
i
Initiative
The Initiative skill is used to determine whoever acts first in a conflict. Initiative is calculated as: [Character Rank] + [Quickness]
0
Carrying Capacity
i
Carrying Capacity
Carrying capacity is the total amount of Bulk a character can carry without penalty. Going over this amount will force the character to gain the Encumbered condition. Carrying Capacity is calculated as: 40 + [Body x 20]
0
Combat
Chakra
i
Chakra
Chakra is a source of ki within one's own body. It is the fuel for one's magic and allows them to use magical techniques. Chakra is calculated as: 3 + [Character Rank]
0
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
0
Healing Surge
i
Healing Surge
Life Healing surge is a resource that allows a character to tap into their resolve to continue a fight. It is most often spent to restore their HP. After completing a brief rest, healing surge is restored to full. Healing Surge is calculated as: 2 + [Character Rank]
0
Heal Value
i
Heal Value
Life This value is a standard amount of HP you recover from some healing abilities. Heal Value is calculated as: 15 + [Character Rank x 15] + [Conviction]
0
Armor
i
Armor
Life Armor reduces up to half of incoming HP damage from a single source by an amount equal to its rating. Armor is typically gained from gear, but techniques can grant armor temporarily. Armor is calculated as: 0
0
Hardness
i
Hardness
Life Hardness reduces damage from all damage sources by its value.
0
Resistance
i
Resistance
Life Resistance reduces damage of specific damage types by a value equal to the resistance's type. The resistance calculation happens after armor is applied.
0
Weakness
i
Weakness
Life Weakness is the opposite of Resistance, increasing damage against you when hit by specific damage types by a value equal to the weakness' type. The weakness calculation happens after armor is applied.
0
Base Speed
i
Base Speed
Movement Base Speed is the base number of spaces a character can move. This value can never be over a character's Move Potency. Base Speed is calculated as: 3
0
Speed Potency
i
Speed Potency
Movement Speed Potency is used to determine the maximum number of spaces a character can gain when performing a Stride Roll. Speed Potency is calculated as: 6
0
Skills
Agility
i
Agility
Athletics Agility is an active skill used for feats of dexterity and reflex. This skill will most often find use whenever a technique requires swift or reflexive action such as quickly dodging an attack or keeping your balance. Agility is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Alchemy
i
Alchemy
Craft Alchemy is a technical skill used when making alchemical creations. These creations typically take the form of medicines, poisons, salves, oils, and other consumable crafts. Alchemy is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Analyze
i
Analyze
Investigate Analyze is a technical skill used when information must be parsed quickly and efficiently. This skill is often used to find hidden clues that would not be in plain sight. It is also used whenever one wishes to quickly learn about a subject written in text or requires one to reason through a problem. Analyze is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Build
i
Build
Craft Build is an active skill used whenever you are creating an object through precise technique. This skill is used mostly when you wish to create through the use of tools but some complicated items will require build to represent the precision required in the object being created. Build is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Channel
i
Channel
Cast Channel is an active skill for maintaining concentration on energy ether and manipulating it. This skill will often be a base for magical effects that linger but are impermanent such as lingering flames, winds, or other elements. Channel is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Charm
i
Charm
Persuade Charm is a social skill used when attempting to meet another emotionally. This can be done through empathy, support, romance, and allure. Charm is used both for persuasion and deception, as long as the attempt is meant to appeal emotionally. Charm is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Conjure
i
Conjure
Cast Conjure is an active skill used to add form to ether by manipulating it into solid material. Many magical techniques spontaneously give form to ether - this skill is for when the ether is made solid and in large amounts. Conjure is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Cook
i
Cook
Craft Cook is a technical skill used when dealing with ingredients to be used for consumption and nutrition. This skill is not only used for traditional cooking but anytime food is prepared such as creating beverages. Food is an important resource to survive and keep spirits high. Cook is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Demoralize
i
Demoralize
Cunning Demoralize is a social skill associated with negativity and intimidating behaviour. Techniques that key off this skill usually attack willpower and invoke many negative emotions to control others' behaviour. Demoralize is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Empathy
i
Empathy
Cunning Empathy is a social skill used to actively detect another's emotional state. Empathy will often be used to sense another's convictions and influences. It can also see use when seeing through emotional deception. Empathy is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Enchant
i
Enchant
Cast Enchant is an active skill that gathers ki from the body and concentrates it to a single point. This is most often used to create temporary enhancements to one's own body or another's. Sometimes Enchant is used to surround an object with one's own ki to provide unique effects. Enchant is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Finesse
i
Finesse
Fight Finesse is an active skill used for fighting with quick and dextrous attacks. This skill is most commonly used as an attacking skill with weapon techniques that rely on a combination of speed and precision. Finesse is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Grappling
i
Grappling
Fight Grappling is an active skill that represents attacking with one's own body. Wrestling and forcing movement are always grapple skill checks. In addition, many strikes from fists or kicks are often grappling checks. Grappling is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Heal
i
Heal
Cast Heal is an active skill used to perform medical procedures such as first aid and using healing magic. It includes long-term medical support for disease and illness and in circumstances where surgery is required. Heal is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Inspire
i
Inspire
Persuade Inspire is a social skill used to evoke feelings of hope and to counter dispair. Inspire is used when motivating action. Techniques that use inspire often provide emotional boosts and bolster willpower. Inspire is also often used in persuasion attempts to convince another to help. Inspire is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Kinesis
i
Kinesis
Cast Kinesis is an active skill to manipulate ether that creates forces and maintaining it. Usually this is used for techniques that require precise movement of objects or areas. Kinesis is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Might
i
Might
Fight Might is an active skill about using strength to beat a foe down. This skill is frequently used in weapon techniques with a focus on heavy swings and feats of power. Might is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Misdirect
i
Misdirect
Cunning Misdirect is a social skill used to obscure information through lies or omitting facts. Misdirect is most often applicable when using outright lies or tactics that try to redirect a conversation or one's attention. Misdirect is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Palming
i
Palming
Device Palming is a technical skill that represents skill with ones' own hands. It is used for any kind of hand tricks most often to conceal items and objects quickly and discretely. Palming is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Physique
i
Physique
Athletics Physique is an active skill used when strength is required to perform. This skill comes into play when a technique requires raw power such as shoving, jumping, climbing, or lifting. Physique is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Pilot
i
Pilot
Device Pilot is an active skill used to maneuver vehicles and machinery. Most complicated machinery will require a pilot check to utilize the device any many techniques with pilot allow you to perform complicated maneuvers with pilot. Pilot is calculated as: [Quickness] If trained, add 2 + [Character Rank]
0
Rationalize
i
Rationalize
Persuade Rationalize is a social skill used when persuading another through reason and logic. Rationalize is usually a tool for negotiation when appealing to a logical mindset such as when pragmatism is necessary. It can also be used to deceive using misinformation and selling it as truth. Rationalize is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Resonance
i
Resonance
Investigate Resonance is a technical skill used to detect the presence of ether. This can be used to detect density of ether in an area but also can be used to determine if a material was made through ether. Complicated techniques can rely on resonance to remove the ether completely. Resonance is calculated as: [Conviction] If trained, add 2 + [Character Rank]
0
Search
i
Search
Investigate Search is a technical skill used to find the hidden and anything that can be found with one's senses. Usually this is used to find characters hiding but can also be used to find hidden objects. Search is calculated as: [Intuition ] If trained, add 2 + [Character Rank]
0
Shape
i
Shape
Cast Shape is an active skill used to transmute material into new objects and items through magic. Many building techniques require one to use shape to manipulate a material to accurately represent the intended form and ensure its durability. Shape is calculated as: [Reason] If trained, add 2 + [Character Rank]
0
Shoot
i
Shoot
Fight Shoot is an active skill focused on aiming at targets at a distance. It's commonly used with ranged weapon techniques and ranged spells. Shoot is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Skirmish
i
Skirmish
Fight Skirmish is an active skill for striking characters with melee attacks. It is exclusively an attacking skill for techniques that benefit from precise strikes to maximize effectiveness. Skirmish is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Sneak
i
Sneak
Athletics Sneak is an active skill to conceal your presence. This will often be used to keep yourself hidden while performing other actions such as quick movement or stealthy attacks. Sneak is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Throw
i
Throw
Fight Throw is an active skill that allows one to throw objects accurately and far. This can be used to throw objects but also whenever a spell requires one to toss or lob an effect. Throw is calculated as: [Body] If trained, add 2 + [Character Rank]
0
Tinker
i
Tinker
Device Tinker is a technical skill that allows one to create and manipulate machinery and technology. This skill can be used to disarm traps and locks. Otherwise, this will also be used when constructing complicated technology that require gears, pulleys, or other devices that require moving parts. Tinker is calculated as: [Precision] If trained, add 2 + [Character Rank]
0
Actions
Gear
Forme
Character
Chat
Origin
Details
Overview
?
Origin
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Steadfast
Origin
?
Origin
Origin
These are the origin details of your character. They make no mechanical differences to your character, however may impact how you roleplay your character.
Sheet Name
i
Sheet Name
The name of the character sheet. This is the name of the character as written in the character's Journal entry.
Full Name
i
Full Name
A character's full name. This is for self referential use and is not used anywhere except on this character sheet page.
Intro Name
i
Intro Name
This is the name Display Name will change to when an Introduction call is made
Title
i
Title
This is a title given to the character to briefly describe them. Shown when an introduction call is made.
Age
i
Age
This represents how old the character is in years.
Gender
i
Gender
The gender the character identifies as.
Background
i
Background
This is the background story of your character. Add any details on the character's past here.
?
Origin Statistics
Origin Statistics
These are your characters core statistics that are set at character creation and cannot change. Each stat can affect how your character plays.
Vitality
i
Vitality
Life Whenever you are reduced to zero HP, your HP restores to full and you lose one vitality. Unlike most resources, vitality can be reduced below 0. Whenever vitality is lost check if it is below 1. If it is, you gain the Downed status. If the character already had the Downed status, they also gain the Dying and Unconscious statuses which may ultimately kill them. Most characters will have a max vitality of 1. Player characters will usually start with 3 while special characters can have any amount. After completing a full rest, 1 vitality is healed. Vitality is calculated as: 1
Bonus Attribute Points
i
Bonus Attribute Points
These are bonus points granted to spend on Attributes. Player characters typically start with 1 point here
Actions
Gear
Forme
Character
Chat
Origin
Details
Overview
?
Chat
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Steadfast
Chat
?
Outfits
Outfits
You can add in your character art from here to populate your character's emotes. Press the Plus (+) button below to add a new instance of an outfit. From there you can populate the outfit data with emotes.
New Outfit
Outfit Name
Outfit Emotes
 
Default Emote Name
Default Emote URL
 
Emote Name 2
Emote URL 2
Emote Name 3
Emote URL 3
Emote Name 4
Emote URL 4
Emote Name 5
Emote URL 5
Emote Name 6
Emote URL 6
Emote Name 7
Emote URL 7
Emote Name 8
Emote URL 8
Emote Name 9
Emote URL 9
Emote Name 10
Emote URL 10
Emote Name 11
Emote URL 11
Emote Name 12
Emote URL 12
Emote Name 13
Emote URL 13
Emote Name 14
Emote URL 14
Emote Name 15
Emote URL 15
Emote Name 16
Emote URL 16
Emote Name 17
Emote URL 17
Emote Name 18
Emote URL 18
Emote Name 19
Emote URL 19
Emote Name 20
Emote URL 20
Emote Name 21
Emote URL 21
Emote Name 22
Emote URL 22
Emote Name 23
Emote URL 23
Emote Name 24
Emote URL 24
Emote Name 25
Emote URL 25
Emote Name 26
Emote URL 26
Emote Name 27
Emote URL 27
Emote Name 28
Emote URL 28
Emote Name 29
Emote URL 29
Emote Name 30
Emote URL 30
?
Language Select
Language Select
Select your language from the options below. This will change how your message is displayed in chat and also show what language you are using.
?
Minere - Common
Minere
Walthair The common language used in Minerva and the lands surrounding it. Minere is made up of three root languages that were once spoken commonly amongst the coastal civilizations of the area.
?
Junal - Common
Junal
Aridsha Juno's major language and the official language of the Guidance. Those who live within or below the city of Juno are expected to learn and speak this language to fully integrate into society.
?
Apollen - Common
Apollen
Khem The common tongue of Apollo, this language uses a variety of symbols in written works. It is one of the oldest languages still in use in modern times. In the Blessed lands it is known as Mons, the language of the mountainous people, the Monsen.
?
Lib - Common
Lib
Colswei This language is commonly used in Liber. Its roots seem entirely locked to the region, however the age of the language itself are unclear due to it not being used in written form until much later than its equivalents.
?
Cert - Common
Cert
Ceres The most commonly spoken language in all of Ceres, this language is the original tongue used by the Choi clan. To most in modern times, this connection to the Choi clan is lost but it can often be made clear in the company of those of the clan.
?
Byric - Baryan Ascent
Byric
Aridsha The dialect of the tribes of people that live in the Baryan Ascent, north of the Aridsha Desert. It has many common traits with the neighboring dialect of Dustell.
?
Dustell - Aridsha
Dustell
Aridsha This language has many derrivatives across the tribes of the desert. However each version, while distinct in its pronunciations, share a common written form derrived from the Shira language. Due to its use throughout the desert, it is Juno's second most common language.
?
Muralic - Aridsha
Muralic
Aridsha The language of the Murali people in the deserts of Aridsha. Its roots in Shira are clear and may be even closer to the ancient language than Junal.
?
Shira - Ancient
Shira
Aridsha An old language that evolved into both the Junal and Muralic languages. Usage can still be found in ancient Guidance relics.
?
Ciel - Capitol
Ciel
Ceres This language is used almost exclusively by Clan Par, the historians of Ceres. Those who learn the language often do so to share in the clan's protection and love of the stories and values of Ceres.
?
Citeq - South West Ceres
Citeq
Ceres A spoken language used mostly by the Ceresian tribes that roam the south western plains of Ceres.
?
Manstan - Southern Ceres
Manstan
Ceres The spoken language used in Southern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Salkan - North West Ceres
Salkan
Ceres An entirely spoken language used by the Ceresian tribes located in the North west Salkandu region. It is most commonly known as the language of Clan Han.
?
Sansic - Eastern Ceres
Sansic
Ceres The spoken language used in Eastern Ceresian tribes. It has mostly fallen out of favor due to many of the tribes in this location having settled into Sanctum life, however many who wish to remember older times still speak this language.
?
Silq - Western Ceres
Silq
Ceres The spoken language used in Western Ceresian forest tribes. This language is not often heard due to the forest peoples' exclusion from most of Ceres society in modern times.
?
Kleikan - Klef
Kleikan
Khem This spoken language was once the language of the Suntouched people that lived west of the Khembalung Mountain range. It's largely fallen out of favor but pockets of people still try to keep the language alive.
?
Crinere - Ancient
Crinere
Walthair The ancient language of the civilization of Metis. It has fallen out of favor for the modern Minere and is the basis for said language. Due to how similar the two languages are, many who speak Minere find themselves able to understand the scriptures of Crinere.
?
Palmic - Tropical Seas
Palmic
Walthair This spoken language is used exclusively in tropical island nations. In modern times it only sees common use by tribes in the region, however its language is often used in the tourism industry to imbue a sense of exoticism.
?
Shorespeak - East Sea
Shorespeak
Walthair A spoken language used by those living along the east coast and in island nations across the sea. While it has no written language, its similarities to both Minere and ancient Vulca make it easy to communicate across cultures regardless.
?
Verdeni - Verdant Key
Verdeni
Walthair The spoken language of the island of Verdant Key. Its peoples' isolation from most of modern society has kept this language in tact to ancient times.
?
Vulca - Ancient
Vulca
Walthair The ancient language of the civilization of Vulcan. It shares a lot of common traits of Shorespeak and may be its root language. The language has fallen out of favor for both Minere and Shorespeak but can still be found on ancient, Ocean Court relics and Vulcan texts.
?
Emotion - Spirit
Emotion
Special The language of the spirits. This language is incredibly simplistic as it is communicated entirely through emotions.
?
Empathy - Ancient Spirit
Empathy
Special A language of the spirits. This language is communicated through thought and ether, allowing creatures of any type to understand.
?
Wolfwarg - Cesplangrah
Wolfwarg
Special The spoken language of the bestial people, the Cesplangrah. Much of the language is spoken through grunts and growls.
?
Jovean - Ancient
Jovean
Special The common language of Novus, this language has been used across the blessed lands for as long as its people were aware. In the mainland, it is known as the language of the civilization of Jove and has largely fallen out of use.
?
Mytikan - Ancient
Mytikan
Special The root language of both Novan and Apollen, Mytikan is a language lost to time in the mainland. Ancient relics still use the language in the Blessed Lands and as such isn't surprising to find it still learned by scholars in Novus society.
Actions
Gear
Forme
Character
Chat
Origin
Details
Overview
?
Options
Overview
The Overview section shows quick information about your character. In addition, this is where you access both Advancement and Training to improve or change your character's build.
Details
The Details section contains all of your character's vital statistics. You can use this page to see exact numbers of each of their stats.
Origin
This is the Character Creator. You can navigate to the different aspects of character creation by selecting the tabs at the top of the page. Once you have finished character creation, press Finish to populate this character's stats. On this page you can set your character's origins including their name, their primary element, and ancestry.
Chat
This is the Chat section. Here you can set your character emotes for the chat's messaging system. You can also use the Chat Post Box to send messages to the chat and select which language you are speaking from the language selection.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Steadfast
Options
Actions
Gear
Forme
Character
?
Forme
Forme
All techniques are grouped into Styles. Broadly, a style is simply a group of techniques united by a theme. When entering a conflict, a character is limited in the number of styles they are able to set. When a style is set, the character has access to all techniques associated with that style. On this page you can set which styles are currently active on the character, allowing them to be used in the Actions Page. You can set both job styles and general styles. Basic styles are always set.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Steadfast
Jobs
Jobs
l
Unequip
Equip Adv. Style
Equip
See Techniques
Tier
 
Equipped
Job Slot 1
l
Unequip
See Techniques
Empty
Job Slot 2
l
Unequip
See Techniques
Empty
Job Slot 3
l
Unequip
See Techniques
Empty
Styles
Styles
l
Unequip
Equip Adv. Style
Equip
See Techniques
Tier
 
Equipped
Advanced or Normal Style Slot 1
l
Unequip
See Techniques
Empty
Advanced or Normal Style Slot 2
l
Unequip
See Techniques
Empty
Advanced or Normal Style Slot 3
l
Unequip
See Techniques
Empty
Style Slot 1
l
Unequip
See Techniques
Empty
Style Slot 2
l
Unequip
See Techniques
Empty
Style Slot 3
l
Unequip
See Techniques
Empty
Style Slot 4
l
Unequip
See Techniques
Empty
Style Slot 5
l
Unequip
See Techniques
Empty
Style Slot 6
l
Unequip
See Techniques
Empty
Actions
Gear
Forme
Character
?
Gear
Gear
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Steadfast
Equipment
Owned Equipment
l
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Unequip
Equip (Weapon)
Delete Entry
Inspect
 
Add Item
Add Head Gear
Add Face Gear
Add Chest Gear
Add Arm Gear
Add Leg Gear
Add Foot Gear
Equipped
Weapon Slot 1
l
Unequip
See Techniques
Empty
Equipment Slot 1
l
Unequip
See Techniques
Empty
Equipment Slot 2
l
Unequip
See Techniques
Empty
Equipment Slot 3
l
Unequip
See Techniques
Empty
Equipment Slot 4
l
Unequip
See Techniques
Empty
Equipment Slot 5
l
Unequip
See Techniques
Empty
Equipment Slot 6
l
Unequip
See Techniques
Empty
Equipment Slot 7
l
Unequip
See Techniques
Empty
Equipment Slot 8
l
Unequip
See Techniques
Empty
Equipment Slot 9
l
Unequip
See Techniques
Empty
Actions
Gear
Forme
Character
?
Actions
Actions
This is the Actions section. Here you can use any action available to your character.
⟩⟩
Chat
 
Checks
Boons
Rest
Savor
Impulse
Status
Blinded
Downed
Cannot use Attack or Activity Techniques Incoming attacks +1 Adv. No Start of Round Move Charge.
Dying
Engaged
If moving when gaining this status, lose all move charge.
Ethereal
Is in Spirit Realm.
Float
Does not fall. Can only use Fly move actions.
Frozen
Grappled
Cannot Dash or take reactions. The character that is not the controller becomes restrained and moves with the controller.
Hidden
Can't be targeted by hostile techniques. Don't cause engaged. Hostile creatures can only know approximate location.
Invisible
All attacks against have a 50 percent chance to miss. Attacks gain +1 advantage.
Paralyzed
Restrained
Cannot voluntarily Move. Attacks against you gain +1 Advantage.
Unconscious
Aflame
At start of round, take 1d6 Burn Damage.
Chilled
Base Speed is 0.
Dodge
Encumbered
Move Charge -3 (min 1)
Empowered
Add 5 to your [Power] damage. Ends on trigger.
Hindered
Immobilized
Impaired
Jolted
Prone
Quickened
Shielded
Sickened
Stunned
Angered
Disgusted
Doubt
Encouraged
Frightened
Flustered
Persevering
Receptive
Joyful
Saddened
Surprised
Steadfast
Techniques
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Gear Techniques
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Action Techniques
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Recovery Techniques
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Attack Techniques
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Basic Social Techniques
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Inspect
Full Technique Details
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
 
Inspection
Exit
Add
Item Data
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Crafting Recipe
Base Materials:
Components:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Technique
Traits:
None
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Trigger:
Requirements:
Item Traits:
-
-
Technique Trait
and -
-
Technique Trait
and -
-
Technique Trait
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Name
Name
Effect
Definitions:
-
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
; -
-
Technique Trait
Items In Group
 
{{#type-Quick}}
{{/type-Quick}} {{#type-Full}}
{{/type-Full}} {{#type-Reaction}}
{{/type-Reaction}} {{#type-Swift}}
{{/type-Swift}} {{#type-Free}}
{{/type-Free}} {{#type-Other}}
{{/type-Other}} {{Displayname}}
{{Name}} {{#Resources}}
{{Resources}}
{{/Resources}} {{#Targeting}}
{{Targeting}}
{{/Targeting}}
{{#Trigger}}
Trigger: {{Trigger}}
{{/Trigger}} {{#Requirement}}
Requirement: {{Requirement}}
{{/Requirement}} {{#ItemTrait0}}
Item Traits: {{#ItemTrait0}}
{{ItemTrait0}} {{ItemTrait0Desc}}
{{/ItemTrait0}} {{#ItemTrait1}} ; or
{{ItemTrait1}} {{ItemTrait1Desc}}
{{/ItemTrait1}} {{#ItemTrait2}} ; or
{{ItemTrait2}} {{ItemTrait2Desc}}
{{/ItemTrait2}} {{#ItemTrait3}} or
{{ItemTrait3}} {{ItemTrait3Desc}}
{{/ItemTrait3}}
{{/ItemTrait0}} {{#type-FunctionBlock}}
{{#FlavorText}}
{{FlavorText}}
{{/FlavorText}} {{#Trait0}}
Traits: {{#Trait0}}
{{Trait0}} {{Trait0Desc}}
{{/Trait0}} {{#Trait1}}
{{Trait1}} {{Trait1Desc}}
{{/Trait1}} {{#Trait2}}
{{Trait2}} {{Trait2Desc}}
{{/Trait2}} {{#Trait3}}
{{Trait3}} {{Trait3Desc}}
{{/Trait3}}
{{/Trait0}}
{{/type-FunctionBlock}}
{{Effect0Name}}
{{Effect0Name}}
{{Effect0Desc}}
{{Effect0}}
{{#Effect1Name}}
{{Effect1Name}}
{{Effect1Name}}
{{Effect1Desc}}
{{/Effect1Name}} {{#Effect1}}
{{Effect1}}
{{/Effect1}} {{#Effect2Name}}
{{Effect2Name}}
{{Effect2Name}}
{{Effect2Desc}}
{{/Effect2Name}} {{#Effect2}}
{{Effect2}}
{{/Effect2}} {{#Effect3Name}}
{{Effect3Name}}
{{Effect3Name}}
{{Effect3Desc}}
{{/Effect3Name}} {{#Effect3}}
{{Effect3}}
{{/Effect3}} {{#Effect4Name}}
{{Effect4Name}}
{{Effect4Name}}
{{Effect4Desc}}
{{/Effect4Name}} {{#Effect4}}
{{Effect4}}
{{/Effect4}} {{#Effect5Name}}
{{Effect5Name}}
{{Effect5Name}}
{{Effect5Desc}}
{{/Effect5Name}} {{#Effect5}}
{{Effect5}}
{{/Effect5}}
{{#Def0}}
Definitions: {{Def0}}
{{Def0}}
{{Def0Desc}}
{{#Def1}} , {{Def1}}
{{Def1}}
{{Def1Desc}}
{{/Def1}} {{#Def2}} , {{Def2}}
{{Def2}}
{{Def2Desc}}
{{/Def2}} {{#Def3}} , {{Def3}}
{{Def3}}
{{Def3Desc}}
{{/Def3}}
{{/Def0}} {{#targetData}}
{{#consumeData}}[Consume Resources]({{consumeData}}){{/consumeData}} [Choose Targets]({{targetData}}$$@{target||token_id})
{{/targetData}}
{{Targets}} {{Name}} {{#Trait0}}
Traits: {{#Trait0}}
{{Trait0}} {{Trait0Desc}}
{{/Trait0}} {{#Trait1}}
{{Trait1}} {{Trait1Desc}}
{{/Trait1}} {{#Trait2}}
{{Trait2}} {{Trait2Desc}}
{{/Trait2}} {{#Trait3}}
{{Trait3}} {{Trait3Desc}}
{{/Trait3}} {{#Trait4}}
{{Trait4}} {{Trait4Desc}}
{{/Trait4}} {{#Trait5}}
{{Trait5}} {{Trait5Desc}}
{{/Trait5}}
{{/Trait0}} {{#WpnTrait0}}
{{#WpnTrait0}} Weapon Traits:
{{WpnTrait0}} {{WpnTrait0Desc}}
{{/WpnTrait0}} {{#WpnTrait1}}
{{WpnTrait1}} {{WpnTrait1Desc}}
{{/WpnTrait1}} {{#WpnTrait2}}
{{WpnTrait2}} {{WpnTrait2Desc}}
{{/WpnTrait2}} {{#WpnTrait3}}
{{WpnTrait3}} {{WpnTrait3Desc}}
{{/WpnTrait3}} {{#WpnTrait4}}
{{WpnTrait4}} {{WpnTrait4Desc}}
{{/WpnTrait4}} {{#WpnTrait5}}
{{WpnTrait5}} {{WpnTrait5Desc}}
{{/WpnTrait5}}
{{/WpnTrait0}} {{#WpnAbility0}}
Abilities: {{#WpnAbility0}}
{{WpnAbility0}} {{WpnAbility0Desc}}
{{/WpnAbility0}} {{#WpnAbility1}}
{{WpnAbility1}} {{WpnAbility1Desc}}
{{/WpnAbility1}} {{#WpnAbility2}}
{{WpnAbility2}} {{WpnAbility2Desc}}
{{/WpnAbility2}} {{#WpnAbility3}}
{{WpnAbility3}} {{WpnAbility3Desc}}
{{/WpnAbility3}} {{#WpnAbility4}}
{{WpnAbility4}} {{WpnAbility4Desc}}
{{/WpnAbility4}} {{#WpnAbility5}}
{{WpnAbility5}} {{WpnAbility5Desc}}
{{/WpnAbility5}}
{{/WpnAbility0}}
{{#type-CheckBlock}}
{{#skillRoll}}
{{skillRoll}} {{skillDetails}}
vs.
{{defSkillRoll}} {{defSkillDetails}}
{{/skillRoll}} {{#DamageString}}
Damage: {{DamageString}}
{{/DamageString}} {{#armor}}
Defense Armor: {{armor}}
{{/armor}}
{{/type-CheckBlock}} {{#type-DescBlock}}
{{#Desc}}
{{Desc}}
{{/Desc}} {{#OnHit}}
On Hit: {{OnHit}}
{{/OnHit}}
{{/type-DescBlock}}
 
[text]({{image}})
{{Displayname}} {{rname}}
{{#action0}} {{/action0}} {{#action1}} {{/action1}} {{#action2}} {{/action2}} {{#action3}} {{/action3}} {{#actionR}} {{/actionR}} {{#action}} {{action}} {{/action}}
{{#trait0}}
Traits
{{#trait0}}
[{{trait0}}] {{trait0Desc}}
{{/trait0}} {{#trait1}}
[{{trait1}}] {{trait1Desc}}
{{/trait1}} {{#trait2}}
[{{trait2}}] {{trait2Desc}}
{{/trait2}} {{#trait3}}
[{{trait3}}] {{trait3Desc}}
{{/trait3}} {{#trait4}}
[{{trait4}}] {{trait4Desc}}
{{/trait4}} {{#trait5}}
[{{trait5}}] {{trait5Desc}}
{{/trait5}}
{{/trait0}} {{#conditionals}} {{#trigger}}
Trigger: {{trigger}}
{{/trigger}} {{#req}}
Requirements: {{req}}
{{/req}} {{#range}}
Range: {{range}} {{#area}}; Area: {{area}}{{/area}} {{#targets}}; Targets: {{targets}}{{/targets}}
{{/range}} {{#duration}}
Duration: {{duration}}
{{/duration}} {{/conditionals}} {{#description}} {{#conditionals}}
{{/conditionals}}
{{description}}
{{/description}} {{#check}}
{{check}}
{{#check1}} {{check}}: {{/check1}} {{^check1}} Check: {{/check1}} {{#checkRoll}}{{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} | {{r2}}{{/checkRoll}} {{^checkRoll}}DC {{#checkAsk}}{{r1}}{{/checkAsk}}{{^checkAsk}}{{r1}}{{/checkAsk}} {{/checkRoll}} {{#checkDef}}{{#checkRoll}} vs. {{/checkRoll}}{{checkDef}}{{/checkDef}} {{#check1}}
{{check1}}: {{check1r1}} | {{check1r2}}
{{/check1}} {{#check2}}
{{check2}}: {{check2r1}} | {{check2r2}}
{{/check2}} {{#check3}}
{{check3}}: {{check3r1}} | {{check3r2}}
{{/check3}} {{#check4}}
{{check4}}: {{check4r1}} | {{check4r2}}
{{/check4}} {{#check5}}
{{check5}}: {{check5r1}} | {{check5r2}}
{{/check5}} {{#check6}}
{{check6}}: {{check6r1}} | {{check6r2}}
{{/check6}} {{#check7}}
{{check7}}: {{check7r1}} | {{check7r2}}
{{/check7}} {{#check8}}
{{check8}}: {{check8r1}} | {{check8r2}}
{{/check8}} {{#check9}}
{{check9}}: {{check9r1}} | {{check9r2}}
{{/check9}} {{#check10}}
{{check10}}: {{check10r1}} | {{check10r2}}
{{/check10}} {{#check11}}
{{check11}}: {{check11r1}} | {{check11r2}}
{{/check11}} {{#check12}}
{{check12}}: {{check12r1}} | {{check12r2}}
{{/check12}} {{#check13}}
{{check13}}: {{check13r1}} | {{check13r2}}
{{/check13}} {{#check14}}
{{check14}}: {{check14r1}} | {{check14r2}}
{{/check14}} {{#check15}}
{{check15}}: {{check15r1}} | {{check15r2}}
{{/check15}} {{#check16}}
{{check16}}: {{check16r1}} | {{check16r2}}
{{/check16}} {{#check17}}
{{check17}}: {{check17r1}} | {{check17r2}}
{{/check17}} {{#check18}}
{{check18}}: {{check18r1}} | {{check18r2}}
{{/check18}} {{#check19}}
{{check19}}: {{check19r1}} | {{check19r2}}
{{/check19}} {{#check20}}
{{check20}}: {{check20r1}} | {{check20r2}}
{{/check20}}
{{/check}} {{#results}}
{{#critsuccess}}
Crit Success: {{critsuccess}}
{{/critsuccess}} {{#success}}
Success: {{success}}
{{/success}} {{#failure}}
Failure: {{failure}}
{{/failure}} {{#critfailure}}
Crit Failure: {{critfailure}}
{{/critfailure}} {{/results}} {{#damage}}
Damage
{{#dmg1flag}}
Primary: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{#crit1}}
Crit: {{dmg1}}{{#hldmg}} + {{hldmg}}{{/hldmg}} + {{crit1}}{{#hldmgcrit}} + {{hldmgcrit}}{{/hldmgcrit}} {{dmgtype1}}{{#elem1}} ({{elem1}}){{/elem1}}
{{/crit1}} {{/dmg1flag}} {{#dmg2flag}}
Secondary: {{dmg2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{#crit2}}
Crit: {{dmg2}} + {{crit2}} {{dmgtype2}}{{#elem2}} ({{elem2}}){{/elem2}}
{{/crit2}} {{/dmg2flag}} {{/damage}}
 
{{#cutInImg}}
[text]({{image}})
{{rname}}
{{/cutInImg}} {{^cutInImg}} {{#versusImg}}
{{rname}}
[text]({{versusImg}})
[text]({{image}})
{{/versusImg}} {{^versusImg}}
[text]({{image}})
{{rname}}
{{/versusImg}} {{/cutInImg}}
{{desc}}
{{#result}}
{{result}}
{{checkResult}}
{{#checkResultDetails}}
{{checkResultDetails}}
{{/checkResultDetails}} {{/result}} {{#damage}}
{{damage}}
{{damageResult}}
{{#damageDetails}}
{{damageDetails}}
{{/damageDetails}} {{/damage}} {{#condition}}
{{condition}}
{{#cond-marked}}{{/cond-marked}} {{#cond-checkmarked}}{{/cond-checkmarked}} {{#cond-crossmarked}}{{/cond-crossmarked}} {{#cond-blinded}}{{/cond-blinded}} {{#cond-charmed}}{{/cond-charmed}} {{#cond-deafened}}{{/cond-deafened}} {{#cond-frightened}}{{/cond-frightened}} {{#cond-grappled}}{{/cond-grappled}} {{#cond-incapacitated}}{{/cond-incapacitated}} {{#cond-invisible}}{{/cond-invisible}} {{#cond-paralyzed}}{{/cond-paralyzed}} {{#cond-poisoned}}{{/cond-poisoned}} {{#cond-prone}}{{/cond-prone}} {{#cond-restrained}}{{/cond-restrained}} {{#cond-staggered}}{{/cond-staggered}} {{#cond-stunned}}{{/cond-stunned}} {{#cond-1}}{{/cond-1}} {{#cond-2}}{{/cond-2}} {{#cond-3}}{{/cond-3}} {{#cond-4}}{{/cond-4}} {{#cond-5}}{{/cond-5}} {{#cond-6}}{{/cond-6}} {{#cond-7}}{{/cond-7}} {{#cond-8}}{{/cond-8}} {{conditionResult}}
{{#conditionDetails}}
{{conditionDetails}}
{{/conditionDetails}} {{/condition}} {{#injury}}
{{injury}}
{{injuryDetails}}
{{/injury}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) {{#language-coastal}}
{{/language-coastal}} {{#language-mountain}}
{{/language-mountain}} {{#language-desert}}
{{/language-desert}} {{#language-plains}}
{{/language-plains}} {{#language-rare}}
{{/language-rare}} {{#language-special}}
{{/language-special}} {{#language-ancient}}
{{/language-ancient}} {{#language-regional}}
{{/language-regional}}
{{title}}
  {{language}}  
{{message}}
{{#language-regional}}
{{/language-regional}} {{#language-ancient}}
{{/language-ancient}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
{{#wood}}{{/wood}} {{#fire}}{{/fire}} {{#earth}}{{/earth}} {{#metal}}{{/metal}} {{#water}}{{/water}} {{^spirit}}{{/spirit}}
[text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}}) [text]({{url}})
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
{{#sub}}
{{sub}}
{{/sub}}
 
[text]({{url}})
{{title}}
{{message}}
[text]({{url}})
{{#sub}}
{{sub}}
{{/sub}}
 
{{message}}
 
{{type}} {{#m0}}
{{m0}} {{d0}} {{/m0}} {{#m1}}
{{m1}} {{d1}} {{/m1}} {{#m2}}
{{m2}} {{d2}} {{/m2}} {{#m3}}
{{m3}} {{d3}} {{/m3}} {{#m4}}
{{m4}} {{d4}} {{/m4}} {{#m5}}
{{m5}} {{d5}} {{/m5}} {{#m6}}
{{m6}} {{d6}} {{/m6}} {{#m7}}
{{m7}} {{d7}} {{/m7}} {{#m8}}
{{m8}} {{d8}} {{/m8}} {{#m9}}
{{m9}} {{d9}} {{/m9}} {{#m10}}
{{m10}} {{d10}} {{/m10}} {{#m11}}
{{m11}} {{d11}} {{/m11}} {{#m12}}
{{m12}} {{d12}} {{/m12}} {{#m13}}
{{m13}} {{d13}} {{/m13}} {{#m14}}
{{m14}} {{d14}} {{/m14}} {{#m15}}
{{m15}} {{d15}} {{/m15}} {{#m16}}
{{m16}} {{d16}} {{/m16}} {{#m17}}
{{m17}} {{d17}} {{/m17}} {{#m18}}
{{m18}} {{d18}} {{/m18}}
 
{{head}}
{{sub}}
{{m}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{message}}
 
{{location}}
{{area}}
{{time}}
 
[text]({{url}})
{{header}}
{{message}}
{{sub}}
 
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{#chapter}} {{/chapter}}
{{#header}}{{header}}{{/header}}

{{title}}

{{sub}} {{#footer}}{{footer}}{{/footer}}
{{#complete}}
{{/complete}}
{{#chapter}}
{{/chapter}} {{#normalStyle}}
{{/normalStyle}} {{#majorStyle}}
{{/majorStyle}} {{#epicStyle}}
{{/epicStyle}}
{{message}}
 
{{message}}
 
{{message}}
 
{{#image}}
{{image}} {{name}}
{{/image}} {{^image}}
{{name}}
{{/image}}
{{content}}